11/12/2023 0 Comments Games like whoremaker![]() This release was made possible thanks to my Patrons at Patreon! Thank you all so much! Once again, I've gotten a lot of help from the people over on the Discord Server for this one, I'm very grateful! And of course, to the people who support the development of this game on Patreon - you're the best!įor up to date news, previews of new scenes, and discussion of the game, join our Discord Server! Please read the changelog for a more detailed summary, as well as a breakdown of each change. In game mechanics terms, a more limited slave supply, more tech and less magic, a different story to "avenge your father's murderers" and a bit more developed story, with some named NPCs with whom to interact, maybe some events and/or quests beyond the simple generic objectives in WM.This is the twenty-fourth release of Whoremaker. A Patreon supported game! So, the big thing is that there's now a male slave, along with a bunch of exclusive scenes for them. And as is the nature of such things, the PC will have a chance to be at the centre of those events and to exercise some influence over the final resolution. What the PC doesn't know initially is that Abby's Crossing was founded on a terrible secret, one which will shortly come back to haunt the city. Sadly, science doesn't work too reliably in Mundiga, so there's a heavy reliance on steam and clockwork and other early industrial techs, which give the place something of a Steampunk character. As well as trade, the city tends to attract scientific and technological arrivals in Mundiga. Not the wealthiest city in the Empire, but far from the poorest, it seemed like a good place to start. The city in question is Abby's Crossing: a minor trading city built at the junction of three desert trading routes. The PC (who may or may not be connected to the PC in WM) arrives in a new city with the intention of extending the franchise by setting up a chain of brothels. The initial idea behind Abby's Crossing was as a sequel of sorts to the original WM. Well, at the moment I'm trying to restrict myself to reproducing the basic functionality of vanilla Whoremaster, if only to keep me from charging off and tilting at windmills. I implemented Otherworlds paperdolls in Python and they work very nice, no issues with scaling. It would be a shame if Daisy actually decides to break the current implementation because I know the structure of the XML is not the problem. I've tried to convince Daisy to just fix the bugs causing the scaling and positioning problems, but I'm not sure I succeeded. This would also mean that all items have to be repositioned. Pytherworld's code is on Sourceforge: Mercurial repositoryĭid you write the paperdoll code for Otherworld? Just so you know: Daisy lately talked about breaking the current system and reimplementing it to fix some issues with the scaling and positioning of the dolls. Maybe we've created something you can use or are interested in? The discussion thread is over at the Otherworld forums: Pytherworld discussion The GUI is based on Qt and lately we've been talking about adding 3D graphics. I've been working on a reimagination of Otherworld, implemented in Python. After all, why should you implement all the boring, technical details widgets need to handle when all you want are widgets that look non-standard? Well, IIRC renpy implements its widgets in pure python, so you can take as much control of them as you want, right?Īnother option for widgets with a customized look is to take a mature GUI toolkit like Qt and reimplement the paint methods of the widgets. It should go without saying, but no promises or deadlines for any of this. If I can get that far might look at porting some of the code from standard WM. I'd like an XML based container for screen layouts, and I want to be able to read the XML files for existing girl definitions. Next thing probably is to look at Python's XML handling. I've had way too much fun making that viewscreen: the slider slides, the little lights change colour randomly, there's three to five frames of random snow when the image changes. So far I'm just learning how to make widgets and the like. I'm finding it a LOT easier to work with than C++ and the WM codebase So I thought I'd have a try with pure Python. I mean it's excellent if you're writing a VN, but seemed a bit of a pain if you needed to add a lot of actual game to the text boxes. ![]() I wasn't too impressed by Ren'Py when I looked at it before. Changed the title to reflect the content of the thread a little betterīeen messing around with pygame and PGU.
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